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Eltosian Kadath

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Everything posted by Eltosian Kadath

  1. Those little guys are down right adorable. The joke kind of saddens me because it is too accurate to how those kind of relationships are treated in the endings of a lot of these games. I do love his boss quote with the penultimate boss of the game. Heck I will put a censored version of the part I like in the spoiler box just below, if you are curious This update feels like a bit of a downer. That is a really charming little story. It is a part of the funny anachronism of the Byzantine Empire, as they would have simply called themselves Romans. As long as you send the fliers north to help out, it ends up fairly easy. That part of the chapter I generally found to be the easy part of that event, its the hell spawn in the center that always worried me more. I also like to send my thief north around the same time, so the fliers can partially cover his retreat if they need to. Side note, I hope you try and get Haldyn's talk with his sister, or perhaps make her kill him (I can't remember if there is anything preventing that or not).
  2. It is really baffling that we only ever see one parent from each of the kingdoms... No chance at all. ...it worries me that smell came up in a conversation. Are you sure it isn't a bit... Isn't that the truth. Even in easy games like Sacred Stones, the only maps you hear people talk about as difficult are the fog of war ones. Funny, last time I baited them before they started moving on their own, so it came as a bit of a surprise to me that they move on their own. I was more curious for the impact on the post battle exploration, as there are NPCs that correspond to the villages (I think they even pass off the loot to you if the village survived, but were never visited). Yeah, I blame the longbow sniper for forcing me into the positions, but it was the crit wolves from the darkness that actually killed Panette on my first ironman. I guess Draug can't carry you on this map. Heh, desrcibing things like a MOBA is way too accurate for this chapter Wow, Roshea has very feminine FEH art. I guess I never noticed the old art, which I guess makes sense for those that aren't in FEH yet. Also I don't know enough sportball to get that joke. Man the old art for Wendell is rather iconic. Huh, that is a crafty addition to this map. Far better safe than sorry, especially in the case of a linked ironman. I ended up just doing the next real chapter, and thus I will be reaching the checkpoint at the end of this. Phew, that was a long one, but that is the checkpoint reached.
  3. And failing that low odds roll is not like you claimed before. Luck is an inherent problem with both of these skills, and that is far worse for Sol than it is for Luna.
  4. I think Lenticular did a good job explaining a simple way you can plan around a proc skill: If you were never going to die, even if Sol didn't proc, what is it even doing for you? I am sure you can contrive some very specific situations where it does, but most of Sol's value is when you have a risk of death.
  5. This I disagree with, as knocking an enemy to 50% means you to need an attack just as good as the one you just used to finish it, while an enemy that was dropped down 75% means you can use much weaker attacks to finish it, which lets you get the most out of your weaker units (or perhaps lets you use more reliable attacks, or let a unit that gets their damage through double attacking avoid the counter, etc.). This logic only really holds if you are one on one like in Pokemon or something. They also might be useless because Sol tends to heal less than a hit's worth of damage, and when the calculation is often half the damage you dealt, that seems like a likely assumption. Edit: I also wanted to add that ending a map with 10 HP isn't more useful than ending it with 1 HP. The HP you gain is only useful if you intend to risk losing that HP. This I do rather agree with though, as I find Sol tends to be far better if you have found a way to make the game rather easy. I see this as more in favor of Luna.
  6. Luna is almost always better for one simple reason, Luna is something you can include in your strategies because failing to proc Luna is a minor setback, while failing to proc Sol is a dead character. Luna is lower risk, and higher reward than Sol is. The main time Sol really helps is when you have already found a way to break that game.
  7. People came into this game knowing there was going to be a time skip riddled with war, and that there would be more than the single gay character the last few games had. Is it really that unreasonable to think something might happen to Alois's family during the time skip, or on going war, with the loving Byleth there to console the man? There were so few gay ending for Byleth, and the gay male ending are unique in that unlike all other pairing types a vast majority of them were not romantic ending (before the DLC at least, which I know little about because I don't buy DLCs). Perhaps if it were not such an outlier, it would not have been so unexpected.
  8. Th Whisper in Darkness? I could be wrong about that, it just makes me think of Mi-Go noises
  9. It really is the best take. Add the twist of him being homoromantic, and you can ship him with Soren just fine Really on a Lovecraft binge with this comment. Rereading the Dunwhich Horror or something? Or just the Call of Cthulhu I guess.
  10. Fair enough, I almost added a disclaimer about Three Houses, but felt too lazy...and remember how much the game cucked us with its gay men options. One in Conquest, and one in Birthright...Also I love that no one has noted Echoe's Leon, who has the misfortune of not having a player avatar to date, and must instead pine after a straight man. Mostly monarchies, as opposed to a "Republic" where the rich merchant Oligarchs vote on which of them should rule as Dolge Damn, really going after some tragic and unusual events on this run.
  11. Ah yes Ike's most popular potential husband. Tellius is surprisingly queer, but coy about it at times, with Ike noticeably having paired ending only with men, and with Kyza not being localize properly... So many of them feel so begrudging with their singular gay character. Its so easy to forget about the last minute twist about Rajaion. I like that interpretation of things, it feels true. Oops...eh Tibarn is probably strong enough to solo most maps anyway, as long as you are careful about crossbows. Lol, I am not surprised you missed that she got that added to her skill list quietly between parts. At least you can remove it if you want to, and unless you plane on powerleveling some particularly useless unit, you really do want to remove it. Ooh, have fun...that reminds me, I don't think I ever got around to finishing that old screenshot LP of a Vestaria 1 ironman. I forget what distract from it...perhaps I will get back to it after this round of TeeHee linked ironman. I think the side lords of FE7 in Hector mode are an interesting exception to this. Both have parents that died before the game, and yet they have a bit of a talk about the scars those deaths left on them on the ship, with Lyn admitting that her hatred of Fargus's charming band of pirates stems from her parents (and much of her tribe) having been murdered by bandits, and seeing pirates as basically the same kind of beast. Meanwhile Hector talks about how he felt like he couldn't let other see him grieve, couldn't let other see that weakness in him, even at the funeral, and how torn up he was inside that his efforts worked so well that he couldn't cry even in private, even when he wanted to with all his heart. To be fair, all the Spot Pass chapters are very, very stupid from a canon perspective, and unless you consider them non-canon they make everything worse. Lol, I like this magical Mpreg alternative. Let Soren's magic fill Ike with their loving child Darth Vader's inclusion in Tellius was a funny decision, but I think he works in Path of Radiance at least. His inclusion in Radiant Dawn feels very odd throughout though. Getting Sheela's personal is difficult in general, due to you being unable to trade the statue...
  12. I think you have solved it with your side note about grading, we should use symbols for the final support: ❤️ for romantic, ♦️ for platonic... Although using those symbols makes me think back to Homestuck and the quadrants of the trolls, and while♣️ would be a bit complicated to adapt, and would probably be better used to represent a different final relationship type, using ♠️ to represent a consuming lifelong rivalry would an interesting addition for a possible final relationship position for supports. Edit: In a sense Engage was already transitioning towards symbols for final support with it being labeled💍 instead of S, they just didn't differentiate things beyond that.
  13. Ah, that makes sense. That would just make it funnier when it does finally backfired on her. Two benefit come to mind, first if you need to lunge to break up deadly attack stance formations, an armoured knight can better survive the maneuver, secondly if you are lunging through a wall, or some other terrain that might isolate them from the rest of the army, the tankiness could help them survive. I only heard about it recently from the Johnstone video about getting all the Black and White 2 medals, and I looked into it a little more. Plus I think they get the double exp for having N's trainer number Hard to say yet, but the guy has been lucky. Time for the chapter where I had my first death on my first ironman of this game. Lets see if I can do better this time... I am a bit torn on what to do next. Two promotion items just showed up in the shop, but I burned all my money on clothes again...I might go for another paralogue, but the two available are a bit dangerous, and even the story map will get me a fair bit of spending money.
  14. Not sure how unpopular this one is exactly, but I don't think I have shared it in this thread yet. Engage is a game that is funner to play than it is to talk about, while Three Houses is a game that is funner to talk about than it is to play. I would like to hear you elaborate on that point a bit, as I find it a bit surprising. The other remakes almost killed the franchise, and they didn't learn their lesson for Echoes, why would they have learned from this far lighter setback.
  15. I don't think this is as bad a problem as you think, as I tend to find that being willing to sacrifice units to finish the game works as a solid alternative to the cheese strats most people use in endgame, people just aren't used to, or comfortable with those kind of strategies, and how to get the most out of them. I tend not to mention it much, but I legitimately believe Conquest endgame was designed with unit death in mind.
  16. What makes it obnoxious to ironman is the numerous random unit dies death defeat conditions added to maps. Part 4 is where the defeat conditions are at their most sensible, but even then most of those maps have multiple game over units, which is worse than most games having just one. Somewhere between a half to a third of part 1 has the Any Ally Dies defeat conditions, and even when Radiant Dawn gets over that bad habit, characters can kind of randomly be added in as game over conditions even into part 3, worse yet sometimes its suicidal green units as well. I don't see how Fates is even in the running here. It can be a difficult game, but there are so many ways to replace your units if you want, gives you a lot of options to change up the units you have to fill holes, and I find it rather ironman friendly for its difficulty level. Blazing Blade on the other hand deserves some mention as a game that is distinctly ironman unfriendly for its difficulty level...
  17. Its a bit obnoxious to dig through, but there is a link to the data-mined spreadsheet at the top of the page you linked to, which might have the information you are looking for in it. Alternatively you could ask about what information you are looking for here, which forum goers can probably provide.
  18. Funnily enough, the Gods of Tellius are women. You do get to mix and match them a bit here, but eventually you get to pick of team of the best of the best (or whatever you think is funny to win the game with), for the tower. Fun fact, they do have a paired ending if you get them an A support in the end. Although Ike also has a paired ending with Soren to compete with it... What a mad lad. "The only good morning is the one you sleep through" - Me It is a long running joke that Yune gave Sothe's promotion the prominent midriff for Micaiah's viewing pleasure.
  19. Getting the Dream World (or at least the Game Sync part of it) to work now a days requires some real janky incomplete software, and to setup some port forwarding on your router. Sometimes enemy move sets can be funny like that. Kind of reminds me of the Emerald fight with Aqua Admin Matt, where his Mightyena's only way of dealing damage is Swagger. I did always find it odd that his motivation is about the capture of his sister's Purrloin, and not his own... At least he doesn't leave any of us heartbroken by killing any of your 'mons. Random side note, but I much prefer triple battles to rotation battles... That really is a great word. It would be funny if you managed to luck into any of the other N pokemon... The change to the exp formula in Gen 5 can be a bit of a nuisance at times... My Bouchy Boy... The safer strat would have been to lead with a pokemon weak to Ground moves (like your Growlithe), that way you bait the AI into using a ground move, so with the Air Balloon it is a free switch into Ogmalfred with the Intimidate debuff gone. Oof, that is another of the units I promoted. Promoting my units really seems to be the kiss of death for them. Clay can sweep teams with that Excadrill if you aren't careful, so recognizing you needed to sack Merrine was a good play for the position you were in. Although recklessly losing my Bouchy Boy... That makes a lot of sense. Lunge is such an interesting skill to have around. Using pairup to skydrop Draug into the deep end like that is kind of funny to see. It also makes me wonder what a Fates style remake of New Mystery would look like (as I find the New Mystery version of this map far more memorable...) Its fun to see them anticipate your cheesy play, and at least try to punish it. Nice to see you went with Matthis in the end...also it looks like they updated those really janky MSpaint images from before with just FEH art. Ouch. Did she have the classic Witch Warp skill to really break things? The model just looks so out of place with the Fates ones. I am surprised they didn't just use one of the Echoes dragon model... Finally the Maligknight rises That is a nice skill to have on an armored knight. Fair enough. That perfect damage is beautiful to see Classic Gordin. Lol, Auras destructive power is too much for even the game itself to handle Nice to see them taking some Thracia inspiration with that weapon Nice Gaiden get. Oh, a double feature! While my first instinct is oh god not the Devil Axe, I seem to remember this version being rather milquetoast. That is a cool change. Time for me to...spin my wheels a bit, and do the Lucina paralogue to get more money to feed my fashion addiction, and figure out who to replace my dead with. Hopefully I get the next chapter out a bit sooner, as it is starting to feel like I am falling a bit behind with all this sudden activity.
  20. An very simple alternative I have always thought would work is simply that Begnion offered Pelleas resources Daein desperately needed to get back on its feet in exchange for joining the war... There are some events only possible on a second playthrough, with some extremely specific requirements, including specific Path of Radiance support transfer requirements to even see, which frame a lot of things in a different light here. When you are done with the game, it might be worth looking it up, or letting some of us veterans spoil it for you. You do get to learn a little more posthumously, and on a second playthrough you have the option to let him live (and recruit him), to see a bit more. That is a solid point. It is a bit undercut by secret second playthrough secret reveals, but there is something compelling about him offering his life for his people, only for it to come to naught, with his mother morning the tragedy of outliving their child. I guess that is a morbid part of it too, that eventually most children outlive their parents, with parents outliving the child having that extra tinge of tragedy due to it being more unlikely. Part 4 isn't very long, but it is kind of interesting, especially with the Tear Ring Saga style army split at the beginning. Radiant Dawn utterly ruined Ike because they didn't know what to do with him after the clean completed arc they gave him in the first game.
  21. Now for the rare classes whose main purpose is the novelty of being able to use the Fire Emblem games equivalent of the Goomba... S Tier: One of the Best Classes in the Game A Tier: A Good Class Fates: This class feels like the only tanky class in Birthright, and I feel that game is desperate for a few tanky units, so its getting my A tier ranking at least. It feels slightly biased to give it this ranking, especially with so little to say about the class, but being kind of boring beyond the novelty is the hallmark of these classes in general. Three Houses: It feels odd to rank what is only a beginner class (as the only other real lance focused infantry classes are Lord exclusive classes), but its a good choice for the beginner tier. Reposition is a great utility art to be working towards, and the boost to lance helps units reach certification for better mounted classes in the future. B Tier: An OK Class Engage: Its a perfectly serviceable backup class. The pincer attack skill is interesting on paper, but in practice is far more situational C Tier: A Subpar Class Echoes, Shadows of Valentia: This is literally the same class line as Armored Knight in this game, so I don't see them getting a different tier. Admittedly it is the early game where they shine most... Path of Radiance: Infantry only class with nothing too special going for it in a horse emblem game sounds like an easy recipe for C tier. At least it has more reliable 1-2 range to keep it from joining the Sword Masters in D tier Radiant Dawn: Not terribly much has changed for the Halberdier between sequels, and while I could talk about changes in the games environments (like the nerfs to normal cavs), this class has manages to stay just as unremarkable, barring the novelty of using what in earlier games would be an enemy exclusive mook class. This might be a bit harsh on it, and I could see someone talking me into putting it a bit higher, but this is where it falls for now. D Tier: A Bad Class Sacred Stones: I talked myself into including poor Amelia's class for Sacred Stones, and it obviously reaches D tier. None of the Recruits fair particularly well, but the other two have something interesting about them (Ross's early arrival and Pirate access; and Ewan's Summoner access, or full magic triangle with Super Trainee), whereas even if you go through the effort of training Amelia's version of Recruit, it gets you nothing special, either the awful Armored Knight line, or the massively over-saturated Cav line. Its not worth the effort of training, or using.
  22. This was an odd one to rank. S Tier: One of the Best Classes in the Game Radiant Dawn: The Laguz in this game do vary a lot, but there are enough absolutely broken Laguz units that you get access to at varying parts of the game that I can't deny them the S tier. Starting in part one, you get the solid Voloug, who helps a lot in part one, and while he falls off a bit in the DB maps of Part three, you even get to use the utterly broken Wolf Queen for a few maps of part one, and even the blink and you miss her Vika has some special utility as the only flier in the swamp map. The Laguz of part 2 are fairly forgettable, but Part 3 brings back some solid entries with the Birds, and even the forgettable Lyre and Kyza are mostly so due to the far better Ranulf, and nearly identical but objectively superior Mordecai and Lethe showing up at about the same time. All of this talk is burying the lead, as Part 4 lets you use the Royal Laguz in earnest, and even some semi-Royal Laguz that are almost as good, and all of them are easy S tiers, and I would even say not bringing a Royal Laguz to the tower is a challenge run for this game. A Tier: A Good Class B Tier: An OK Class Awakening: I almost gave this class A tier, as the Manakete class has a lot going for it, and is definitely a debatable contender for A tier on its own. It doesn't break the game wide open, but the high defense, and 1-2 range make for a potent combo, but I do have a distinct memory of it taking a fair bit of effort to get them as good as those tools should make them...and I am burying the lead about the Taguel being at least one tier below this one if looked at alone. Sacred Stones: You wouldn't expect a low level growth unit to really work with as late as Myrrh arrives, but with Myrrh having effective damage against monsters, and how easy Sacred Stones tends to be, you can get some good work out of her. She also gets flight to give her slightly better movement capabilities. Being only one range definitely keeps her out of A tier, despite what she has going for her. Shadow Dragon: The two things Manaketes are most famous for, are Bantu being objectively the worst unit in this game, and for suiciding and reviving one being the best way to deal with Medeus on the highest difficulties. I will even give them credit for having some solid effective damage against enemy Manaketes, but by the time those are on a map, you should be warp skipping them to the end. Being the best method of dealing with an otherwise difficult final boss is something I feel I am giving them fair credit for here with this ranking. C Tier: A Subpar Class New Mystery of the Emblem: Bantu is still objectively the worst unit in the game, and with Divine Dragon stones losing its effective damage against Medeus, the class's greatest niche was lost, but the Secret Dragon Stone Shop gave it another. The Mage Dragon stone giving them immunity to all Magic damage (even the resistance ignoring spell...) is something useful the divine dragons can do, the Flying Dragon stone lets them hit speed tiers they otherwise couldn't (although the worst stat bonuses that comes with that are harsh), and the divine dragon stone has some nice stat bonuses, and effective damage against all other dragon...but you get the first divine dragon right after the major dragon arc where that would have really been most useful. I am giving this class a lot of praise for a C tier class, but you aren't able to access the Secret Dragon Stone shop on Lunatic, and Lunatic reverse difficulties, and if I am being honest, the only way you will know about this secret shop that is inaccessible without the warp staff (so it also cost a use of what would otherwise let you warp skip a chapter) is by looking it up. That is just a few too many caveats to get it into even the middle tier...although I must admit it is a close call, I am still considering letting them slip their way into B tier anyway. Path of Radiance: Theoretically you could make use of the Laguz, but they are not great. I definitely get just enough use out of their pushing (and smiting) capabilities to avoid the D tier...plus Ena is an out for a stat cursed Ike, if you read your luck early enough, and saved some good things to give Ena (to be fair, with Wrath-Resolve, and a few stat boosters she can pull off the minimum turn kill on him, but those are some of the best resources to use on a unit, and it takes some real shenanigans with equipping and unequipped the Laguz band to pull it off as well). I could see someone talking me into bringing them up to B tier due to that Ena utility, but it is simply so common for people to train up Ike for the Ashnard kill instead. Fates: I have already ranked Corrin and kid's class back in the Lord's section, so I will not be ranking them here (for those wondering they just barely eked their way into S tier, and would have definitely been driven down a tier if tied to these anchors). The Wolf and Fox classes are the only promoted classes that are locked to a single range, 1 range, which is a notable detriment to them. Personally I like the interplay between the tanky -rune, and the speedier and deadlier -stones, but in practice the class ends up rather underwhelming. Binding Blade: Fah has some funny utility with the stone buffs making her a rather good staff sponge, a deployment slot dedicated to her in the last map (although it is free for anyone to use if she dies), plus effective damage against Manaketes is a nice plus. In practice she acts a lot like Myrrh does in Sacred Stones, but in a game difficult enough to make training her harder, with less opportunity to use her effective damage, and without terrain ignoring flight. D Tier: A Bad Class
  23. First off, after she uses her DV, you can counter it with one of your own to cancel the effect of hers, and still get the full effect of your own, which is debuffing the move of all flier, but increase the move of non-fliers. The buff of her DV should also effect your own fliers, so you can use it to your advantage at times as well, for instance if you are having trouble reaching the next DV due to the move debuff, having a flier available for a DV user to pair with and use the move buff to reach the DV, and then switch over to then activate is useful. Admittedly you do have to be a bit careful with this strat, as both Setsuna, and Azama have an infantry force with them that can get the move buff as well, but I find that more manageable than the high move fliers. You can also use the flyer move buff to jump Azama before he can hex your units, but if the one you send to assassinate him can't deal with the infantries allies around him, this might be a place where you have to pull out the Rescue staff. Admittedly its less vital below Lunatic, but keeping at least one Rescue use on each of the two Rescue staff you get is useful for endgame. Another piece of advise for getting the damage you need is to get the most out of the effective damage bows deal against fliers by using attack stance. Bows have very high base might, so when tripled they deal a lot of damage, and even when that damage is halved by being used in an attack stance, it is still a LOT of damage on them. Attack stance also has the advantage of giving at minimum +10 accuracy to the main attacker if you are having trouble hitting, and depending on supports can add even more (or other buffs like avoid, crit, and crit avoid). That is a little worrying, and makes me think you really overused your prepromotes earlier in the game. Fates actually has a rather steep experience penalty for overleveled units, which gets harsher with higher difficulties (and even has stop gaps against boss abusing, as chip exp starts diminishing if you keep getting it off the same enemy, but I digress a bit). I am not an expert in how the exp curve works in Normal mode, but seeing some units reaching 20/15 by chapter 24 is a normal enough number off the top of my head for higher difficulties. It can be difficult to arrange at times, but there are a lot of positional buffs you can use to make you units a lot tankier, your Troubadours/Strategists/Maids should get a skill that reduces the damage all opposite gendered allies within two spaces of them take by 2; Strategist's level 15 skill (which you might be reaching by now) is Inspiration which stacks with that and adds 2 more damage reduction on top of that by the same range; Elise's personal gives 3 damage reduction to any ally adjacent to her (so if you got her to a level 15 strategist, that is potentially +7 Def and Res by being next to her); add to that the level 5 skills of Defense rally (on Wyvern Lord), and Resistance Rally (Strategist again), for 4 more potential bulk; Corrin can add 3 Damage resistance to allies that either use his attack stance, or his pairup with at least a C rank support with them (which it wouldn't surprise me if everyone has by now), admittedly that last one can be a bit tricky to proc on enemy phase if you are using attack stance to do so, as if there are more than one ally adjacent on enemy phase, it picks the unit with the highest support points to use as attack stance partner; Corrin also gets a similar buff from Felicia or can use a 3 damage reduction version from Jakob, also the defense gains for having a Dragon Stone equipped are solid (+4 Defense and +3 Resistance for the basic one, and +9 Defense and +7 Resistance for the Dragonstone+) , although the speed penalties might make them more dangerous if you aren't careful with them (-2 and -4 speed respectively); Camilla also has the low yield +1 damage resistance to adjacent allies from her Rose's Thorns skill; and finally you have the two most difficult to position buffs, as they are dependent on enemy positioning, the level 25 dancer skill, that reduces the damage enemies can deal if they are within 2 spaces of her, and Izana's similar personal, which reduces the damage all units within 2 of him deal (which is a double edged swords as it effects your units too). Phew, that was a lot, but I generally find it fairly reasonable to 8-14 effective damage reduction using these skills when I need it, and could potentially get even higher if you need to.
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